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Articles 421 - 450 of 563
Full-Text Articles in Digital Humanities
Engaging Many Minds: Nurturing Collaboration In A Steam Context, Mark Dzula
Engaging Many Minds: Nurturing Collaboration In A Steam Context, Mark Dzula
The Transdisciplinary STEAM+ Journal
This field note describes a recent interdisciplinary project facilitated by Jeremy Gercke, an art teacher at the Bishop's School in La Jolla, California. The project creates ceramic tile markers for flora around the Bishop's School campus. The markers feature QR codes linking to websites populated with student content, including: drawings, information, and oral histories. In this project, Mr. Gercke synthesizes his interests as an artist; maximizes his social connections to mentors, peers and students; and bridges disciplines to create opportunities for interdisciplinary (STEAM) inquiry.
Youth Historians In Harlem: Exploring The Possibilities In Collaborative History Research Between Local Youth And Scholars, Barry M. Goldenberg
Youth Historians In Harlem: Exploring The Possibilities In Collaborative History Research Between Local Youth And Scholars, Barry M. Goldenberg
Education's Histories
During 2014-15 academic year, high school students and Barry M. Goldenberg work together to study the history of education in Harlem.
Measuring Success: The Value Of Our Work Can’T Always Be Captured In A Spreadsheet, Tom Radko, Mary Rose Muccie, Fredric Nachbaur, Mark H. Saunders, Darrin Pratt
Measuring Success: The Value Of Our Work Can’T Always Be Captured In A Spreadsheet, Tom Radko, Mary Rose Muccie, Fredric Nachbaur, Mark H. Saunders, Darrin Pratt
Cinema & Media Studies
This year we were fortunate in encouraging directors of four university presses—Temple, Fordham, Virginia, and Colorado— to carve a chunk of time out of busy winter schedules in order to share their perspectives on the university press enterprise.
We Are All Historical Actors: A Multilogue Response To Goldenberg’S “Youth Historians In Harlem,” Part 1 Of 2, Mike Suarez
We Are All Historical Actors: A Multilogue Response To Goldenberg’S “Youth Historians In Harlem,” Part 1 Of 2, Mike Suarez
Education's Histories
Mike Suarez responds to Barry M. Goldenberg's "Youth Historians in Harlem (Part 1 of 3)" in an open peer review, multilogue format.
Google's #Freeandopen Campaign: Using A Documentary To Raise Awareness Of Internet Regulation Among University Students, Shelby N. Rice
Google's #Freeandopen Campaign: Using A Documentary To Raise Awareness Of Internet Regulation Among University Students, Shelby N. Rice
Mahurin Honors College Capstone Experience/Thesis Projects
The internet was founded as a non-proprietary tool by which computers could connect and share information reciprocally. This philosophy has allowed the internet to become a fundamental resource in higher education and provides a window by which students can experience the world around them. The primary focus of The #freeandopen Documentary is to maintain an uncensored web by raising awareness of the forces that act against the freedom of the internet and of the resources available to contribute to the cause. The short, 13-minute documentary is funded by Google’s #freeandopen Microgrant of $2,000. It features interviews from students who are …
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Articles
Rather than a discontinuity from traditional modes of learning, new explorations of digital and strategic games in Jewish learning are markedly continuous with ancient practices. An explication of the close connections between traditional modes of Jewish learning, interpretive practice, and gaming culture can help to explain how Jews of the Digital Age can adopt and are adapting modern Games for Learning practices for contemporary purposes. The chapter opens by contextualizing a notion of Jewish Games and the field of Games for Learning. Next, the chapter explains the connections between game systems and Jewish traditions. It closes with a case study …
Tarl_41ce19_424-21, Robert Z. Selden Jr.
Tarl_41ce19_424-21, Robert Z. Selden Jr.
CRHR: Archaeology
Three-dimensional (3D) model of a Caddo burial vessel (TARL_41CE19_424-21) from Caddo Mounds SHS (41CE19) curated at the Texas Archeological Research Laboratory.
Tarl_41ce19_2006-4-84, Robert Z. Selden Jr.
Tarl_41ce19_2006-4-84, Robert Z. Selden Jr.
CRHR: Archaeology
Three-dimensional (3D) model of a Caddo burial vessel (TARL_41CE19_2006-4-84) from Caddo Mounds SHS (41CE19) curated at the Texas Archeological Research Laboratory.
Journal Of The National Association Of University Women - Spring 2015, Nauw
Journal Of The National Association Of University Women - Spring 2015, Nauw
The Journal of the National Association of University Women
THE NATIONAL ASSOCIATION OF UNIVERSITY WOMEN
JOURNAL OF THE NATIONAL ASSOCIATION OF UNIVERSITY WOMEN
SPRING 2015
Introduction To New Work On Electronic Literature And Cyberculture, Maya Zalbidea, Mark C. Marino, Asunción López-Varela
Introduction To New Work On Electronic Literature And Cyberculture, Maya Zalbidea, Mark C. Marino, Asunción López-Varela
CLCWeb: Comparative Literature and Culture
No abstract provided.
The Meaning And Relevance Of Video Game Literacy, Jeroen Bourgonjon
The Meaning And Relevance Of Video Game Literacy, Jeroen Bourgonjon
CLCWeb: Comparative Literature and Culture
In his article "The Meaning and Relevance of Video Game Literacy" Jeroen Bourgonjon argues that video gaming deserves scholarly attention as a social practice and a site for meaning-making and learning. Based on an overview of contemporary trends in literacy and cultural studies, he argues that video games cannot be approached like traditional text forms. He contends that video games serve as an important frame of reference for young people and call for informed decision making in the context of culture, education, and policy. Bourgonjon provides an integrated perspective on video game literacy by employing theoretical insights about their distinctive …
Teaching Digital Humanities In Romania, Mădălina Nicolaescu, Adriana Mihai
Teaching Digital Humanities In Romania, Mădălina Nicolaescu, Adriana Mihai
CLCWeb: Comparative Literature and Culture
In their article "Teaching Digital Humanities in Romania" Mădălina Nicolaescu and Adriana Mihai describe a research project that sets out to promote digital humanities with an internet based platform in Shakespeare studies at the University of Bucharest. Texts have been collected and catalogued and the platform's technical construction is in construction. Based on the Shakespeare platform's content and presentation, Nicolaescu and Mihai propose participation strategies for involvement in the creation of a digital database that is both a research tool and a digital storytelling environment. The database is a collection of digitized translations of Shakespeare in Romanian followed by participants' …
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Articles
Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …
Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb
Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb
Articles
How can an experiential approach to education, in combination with a games-based orientation, help us reach often-elusive educational goals? In many ways the study of games and game design bring us back to tenets of education that we have long known, including the benefits of self-directed learning and project-based work. Games-based design and learning may provide a way to shift the discussion from “What should an educated Jew know?” to “How does a learner develop a taste for Jewish learning and living?”
Digital Scholarship: Applying Digital Tools To Undergraduate Student Research Papers, A Proposal For A Freshman Seminar. Part I: Definition Of Student Research Methodology, Charles W. Kann
Computer Science Faculty Publications
There are many digital tools that can be used for research and presentation in nearly every college discipline, including the social sciences and humanities. These tools hold the promise to radically change both the process and products of research. But in their application these tools have failed miserably to live up to their promise.
This paper is based on the hypothesis that one reason these tools do reach their potential is that there is no systemic way to include them in research process, resulting in the tools being seen as ways to improve the final research product. This results in …
Art Or Science?, Allison Marsh
Art Or Science?, Allison Marsh
Section 3: Imaging the Fast Moving
No abstract provided.
Another Colonialist Tool?, Aaron Barlow
Another Colonialist Tool?, Aaron Barlow
Publications and Research
"the student enrolled in an xMOOC, I believe, is in much the same position as both the student before the teaching machine and the colonized individual. She or he is forced to deal with foreign assumptions having little to do with the reality of the learner or the colonized."
Review: Digital Humanities Pedagogy: Practices, Principles, And Politics, Stephen Brier
Review: Digital Humanities Pedagogy: Practices, Principles, And Politics, Stephen Brier
Publications and Research
Review of Digital Humanities Pedagogy: Practices, Principles, and Politics, edited by Brett D. Hirsch, multiple authored collection of articles on the theory as well as the practices and principles of the digital humanities and how DH can and has begun to reshape pedagogy in college teaching and learning.
When The Virtual Meets The Real: An Assessment Of The Benefits And "Costs" Of Open Access Texts For First Year Writing Courses At Cuny, Johannah Rodgers
When The Virtual Meets The Real: An Assessment Of The Benefits And "Costs" Of Open Access Texts For First Year Writing Courses At Cuny, Johannah Rodgers
Publications and Research
An assessment of the advantages, drawbacks, and costs of Open Access / OER texts for First Year Writing courses at CUNY.
Understanding Fracture, Allison Marsh
Understanding Fracture, Allison Marsh
Section 3: Imaging the Fast Moving
No abstract provided.
A Primer On Copyright And Fair Use, Ann E. Biswas, Charles J. Russo
A Primer On Copyright And Fair Use, Ann E. Biswas, Charles J. Russo
English Faculty Publications
One student creates a video for class using a Lady Gaga song. Another puts together a PowerPoint presentation about the Vietnam War using images she found online. A third student adds a link to a YouTube video in a blog post for an English class. One teacher photocopies and distributes articles from a national newspaper. Another teacher records a television documentary at home and shows it to her class.
Did those students and teachers violate copyright law? The complex, evolving laws governing copyright and fair use are muddied by the rapid growth and use of technology in schools, yet it's …
Study Guide For United In Anger: A History Of Act Up, Matt Brim
Study Guide For United In Anger: A History Of Act Up, Matt Brim
Open Educational Resources
The United in Anger Study Guide facilitates classroom and activist engagement with Jim Hubbard’s 2012 documentary, United in Anger: A History of ACT UP. The Study Guide contains discussion sections, projects and exercises, and resources for further research about the activism of the New York chapter of ACT UP (AIDS Coalition to Unleash Power). The Study Guide is a free, interactive, multimedia resource for understanding the legacy of ACT UP, the film’s role in preserving that legacy, and its meaning for viewers' lives.
Listen, Allison Marsh
Spotlight On Usc: Mechanical Engineering, Allison Marsh
Spotlight On Usc: Mechanical Engineering, Allison Marsh
Section 3: Imaging the Fast Moving
No abstract provided.
Influencing Art, Allison Marsh
Influencing Art, Allison Marsh
Section 3: Imaging the Fast Moving
No abstract provided.
Capturing Motion, Allison Marsh
Capturing Motion, Allison Marsh
Section 3: Imaging the Fast Moving
No abstract provided.
Where’S The Pedagogy? The Role Of Teaching And Learning In The Digital Humanities, Stephen Brier
Where’S The Pedagogy? The Role Of Teaching And Learning In The Digital Humanities, Stephen Brier
Publications and Research
The Digital Humanities (DH) has focused narrowly on digital research methods and projects and digital publication efforts. Yet DH has also had a significant, if under recognized, impact on classroom pedagogy. This chapter evaluates the ways DH practices, embodied in a series of pedagogy projects at the City University of York (CUNY), have been used to reshape teaching and learning in college classrooms.
The September 11 Digital Archive, Stephen Brier, Joshua Brown
The September 11 Digital Archive, Stephen Brier, Joshua Brown
Publications and Research
This article focuses on the creation and subsequent development of the September 11 Digital Archive (www.911digitalarchive.org), currently one of the largest digital repositories of historical materials on the September 11 attacks. The article reflects on archival and methodological questions and on issues raised by the efforts of staff members at the Center for History and New Media (CHNM) at George Mason University and at the American Social History Project/Center for Media and Learning (ASHP) at the City University of New York Graduate Center to preserve and present via the Internet digital resources related to the epochal events of …
Beyond Friending: Buddypress And The Social, Networked, Open-Source Classroom, Matthew K. Gold
Beyond Friending: Buddypress And The Social, Networked, Open-Source Classroom, Matthew K. Gold
Publications and Research
Classrooms have always been networks, of a sort, with professors and students forming an interlaced series of nodes that take shape over the course of a semester, but tools like BuddyPress and WordPress can make those networks more open, more porous, and more varied. In very useful ways, the classroom-as-social-network can help create engaging spaces for learning in which students are more connected to one another, to their professors, and to the wider world.
Why Not (To) Teach On Youtube, Alexandra Juhasz
Why Not (To) Teach On Youtube, Alexandra Juhasz
Publications and Research
No abstract provided.